From: Eric S. Raymond Date: Thu, 5 Oct 2006 12:32:27 +0000 (+0000) Subject: Various minor fixes to movement code. X-Git-Tag: 2.0~151 X-Git-Url: https://jxself.org/git/?a=commitdiff_plain;h=0d9b3680e4d93294693b06490b64230f9f97f62b;p=super-star-trek.git Various minor fixes to movement code. ...and avoidance of errors raised by indexing with a float. --- diff --git a/src/sst.py b/src/sst.py index aca1102..8765aad 100644 --- a/src/sst.py +++ b/src/sst.py @@ -1260,7 +1260,7 @@ def ram(ibumpd, ienm, w): proutn("***") crmshp() prout(_(" heavily damaged.")) - icas = 10.0+20.0*random.random() + icas = 10 + random.randrange(20) prout(_("***Sickbay reports %d casualties"), icas) game.casual += icas game.state.crew -= icas @@ -2479,7 +2479,7 @@ def events(): if game.state.remcom == 0: unschedule(FTBEAM) continue - i = random.random()*game.state.remcom+1.0 + i = random.randrange(game.state.remcom) yank = square(game.state.kcmdr[i].x-game.quadrant.x) + square(game.state.kcmdr[i].y-game.quadrant.y) if istract or game.condition == "docked" or yank == 0: # Drats! Have to reschedule @@ -2922,7 +2922,7 @@ def supernova(induced, w=None): stars += game.state.galaxy[nq.x][nq.y].stars if stars == 0: return # nothing to supernova exists - num = random.random()*stars + 1 + num = random.randrange(stars) + 1 for nq.x in range(GALSIZE): for nq.y in range(GALSIZE): num -= game.state.galaxy[nq.x][nq.y].stars @@ -2943,7 +2943,7 @@ def supernova(induced, w=None): else: ns = coord() # we are in the quadrant! - num = random.random()* game.state.galaxy[nq.x][nq.y].stars + 1 + num = random.randrange(game.state.galaxy[nq.x][nq.y].stars) + 1 for ns.x in range(QUADSIZE): for ns.y in range(QUADSIZE): if game.quad[ns.x][ns.y]==IHSTAR: @@ -3821,12 +3821,10 @@ def imove(novapush): newcnd() drawmaps(0) setwnd(message_window) - w.x = w.y = 0 if game.inorbit: prout(_("Helmsman Sulu- \"Leaving standard orbit.\"")) game.inorbit = False - angle = ((15.0 - game.direc) * 0.5235988) deltax = -math.sin(angle) deltay = math.cos(angle) @@ -3834,10 +3832,8 @@ def imove(novapush): bigger = math.fabs(deltax) else: bigger = math.fabs(deltay) - deltay /= bigger deltax /= bigger - # If tractor beam is to occur, don't move full distance if game.state.date+game.optime >= scheduled(FTBEAM): trbeam = True @@ -3849,13 +3845,12 @@ def imove(novapush): x = game.sector.x y = game.sector.y n = int(10.0*game.dist*bigger+0.5) - if n > 0: for m in range(1, n+1): x += deltax y += deltay - w.x = int(x + 0.5) - w.y = int(y + 0.5) + w.x = int(round(x)) + w.y = int(round(y)) if not VALID_SECTOR(w.x, w.y): # Leaving quadrant -- allow final enemy attack # Don't do it if being pushed by Nova @@ -3874,31 +3869,30 @@ def imove(novapush): if game.alldone: return # compute final position -- new quadrant and sector - x = QUADSIZE*(game.quadrant.x-1)+game.sector.x - y = QUADSIZE*(game.quadrant.y-1)+game.sector.y - w.x = int(x+10.0*game.dist*bigger*deltax+0.5) - w.y = int(y+10.0*game.dist*bigger*deltay+0.5) + x = (QUADSIZE*game.quadrant.x)+game.sector.x + y = (QUADSIZE*game.quadrant.y)+game.sector.y + w.x = int(round(x+10.0*game.dist*bigger*deltax)) + w.y = int(round(y+10.0*game.dist*bigger*deltay)) # check for edge of galaxy kinks = 0 while True: - kink = 0 - if w.x <= 0: - w.x = -w.x + 1 - kink = 1 - if w.y <= 0: - w.y = -w.y + 1 - kink = 1 - if w.x > GALSIZE*QUADSIZE: - w.x = (GALSIZE*QUADSIZE*2)+1 - w.x - kink = 1 - if w.y > GALSIZE*QUADSIZE: - w.y = (GALSIZE*QUADSIZE*2)+1 - w.y - kink = 1 + kink = False + if w.x < 0: + w.x = -w.x + kink = True + if w.y < 0: + w.y = -w.y + kink = True + if w.x >= GALSIZE*QUADSIZE: + w.x = (GALSIZE*QUADSIZE*2) - w.x + kink = True + if w.y >= GALSIZE*QUADSIZE: + w.y = (GALSIZE*QUADSIZE*2) - w.y + kink = True if kink: - kinks = 1 - if not kink: - break - + kinks += 1 + else: + break if kinks: game.nkinks += 1 if game.nkinks == 3: @@ -3928,7 +3922,7 @@ def imove(novapush): # object encountered in flight path stopegy = 50.0*game.dist/game.optime game.dist = distance(game.sector, w) / (QUADSIZE * 1.0) - if iquad in (IHT. IHK, OHC, IHS, IHR, IHQUEST): + if iquad in (IHT, IHK, OHC, IHS, IHR, IHQUEST): game.sector = w ram(False, iquad, game.sector) final = game.sector @@ -5138,7 +5132,6 @@ def shuttle(): def deathray(): # use the big zapper r = random.random() - game.ididit = False skip(1) chew()